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Overview of the New UI System

The UI Team here at Unity has been hard at work getting the new UI system ready for release in Unity 4.6. While there’s still more work left to be done, we’ve been showing it off at recent conferences and we have hundreds of beta users working with it already. Now we’re ready to share an overview with you all.

In this video we do a walk-through of some of the key functions and workflows in the new UI, including:

The Canvas and how it can be used to create screen space or world space UIs.

The new layout and anchoring system.

An overview of the various UI graphics components and UI control components.

Examples of how the UI system integrates with animation tools.

We’re going to share more about the new UI system as we get closer to the release this summer. Let us know what you’re most eager to hear more about!

Comments (112)

Just to echo what several have asked; is there any vague release date/range available?

We are in the midst of development and are starting to implement UI elements however we don’t want to start with a 3rd party or a custom GUI if uGUI will be available in the next few months.

Nige

July 7, 2014 at 6:29 pm /

Good job guys!

Very excited. Do we have an estimate of the release date? E.g 1-3 months type of thing?

I have a few games to release and I might postpone so I can do some funky stuff with them using this thing :).

xulei

July 4, 2014 at 8:47 am /

How to create a UI through code. Such as the button.

Bhanu

July 3, 2014 at 10:45 am /

Awesome!!! very excited

VRation

June 26, 2014 at 6:15 am /

We were very eager to adopt uGUI and 4.6 in general, but one issue we’re running into is that certain C# scripts that used to work in 4.5 don’t seem to be functional in 4.6. Is there a C# scripting reference for 4.6 available yet? Thanks!

Bob M

June 25, 2014 at 10:40 pm /

@Tim, thanks for your quick response! Can you say anything about rendering quality, or about globalization support such as bi-directional text, special characters, etc.?

Roger

June 25, 2014 at 8:49 pm /

This looks fantastic! Things that we have needed for a while. Cant wait to get my hands on this. 2 thinks though, a) character spacing / kerning on text and b) bit map font support.

Tim

June 25, 2014 at 3:07 pm /

@Bob M: Text rendering is quite fast. We don’t regenerate and relayout text every frame, only if something is changed. This means that if you have static text it will just be the draw call cost.

Bob M

June 25, 2014 at 6:56 am /

Rune, any comment on how much text the new UI system can handle on the screen without perf or other issues? Rendering a few buttons like in the video is pretty easy, but what about a whole screenful of instructions or help text? Also, how does the text quality (esp. for smaller text) compare to a web browser or other native app like Word, etc.?

Hunter_W

June 19, 2014 at 5:51 am /

I’m still confused on fluidity of the UI across resolutions. I saw him expand the screen manually
( similar to web development in Dreamweaver CS6 ), but I’m hoping and asking if we can still easily scale the canvas and children to the correct resolution? Annnnd… I’d like to see all of the GUI functions that are still in effect. ;) This will be just like waiting for the new COD to come out when I was 10! THANKS UNITY!

Hunter_W

June 19, 2014 at 5:43 am /

I really wish we had a better idea of exactly what time this will be released. If this doesn’t come out until late summer (August), ALL of us kid developers are screwed…

Hans

June 13, 2014 at 2:33 pm /

I’ll wait with working on my interface then :-D

Hans

June 13, 2014 at 2:32 pm /

cool!!!!

Ansi

June 13, 2014 at 2:26 pm /

And the best thing is that it’s available in Unity 4.6 FREE..

Hans

June 12, 2014 at 9:11 am /

Looks cool! It has already been asked but not answered…
Will it all be available in the FREE version???

Alex

June 11, 2014 at 10:32 pm /

Wow, this is going to be so much better! Just wondering though, with GUI now being a part of the scene editor, how do you reference them in code, like making a GUI say a certain variable or setting a button to change something in an actual script.

Adam

June 11, 2014 at 4:03 pm /

I will wait to die.

Mehmet Akif AKTAŞ

June 11, 2014 at 3:51 pm /

Wow. Really awesome.

Tim Moelard

June 11, 2014 at 10:39 am /

Wow! Never have I ever said “YES!” so many times when watching a video :)

Exceeded my expectations, can’t wait to get my hands on it!

Ed

June 11, 2014 at 2:41 am /

I understand it is unrelated but it would be cool if the Unity GUI resolved the input field process on mobile devices.

I hate having to deal with input fields on mobiles because it’s never a smooth process and feels very clunky.

Chris

June 10, 2014 at 11:00 am /

When the video finished I had to wipe the drool from my mouth, it looks amazing! Could I ask when this delicious new UI system will be released?

Jeff

June 5, 2014 at 11:04 pm /

Any chance that the beta of this New UI is available now for Unity Consoles (PS4), or will be soon? Thanks!

Yohann

June 5, 2014 at 7:04 pm /

Is there anything in the new GUI that prevents half-pixel placement of UI elements?

Rune Skovbo Johansen

June 5, 2014 at 11:27 am /

Alex: This is not really the place to report bugs. Here’s what you should do: Get the latest beta – you are 3 betas behind and missing out on tons of bug fixes and improvements! Then if the problems still persists in the latest beta, report a bug using the bug reporter. Thanks.

Alex

June 5, 2014 at 3:26 am /

I’m using 4.6 b7. The video shows a lot of changes compared to b7. My current issues are with small screen sizes on android the buttons are overlapping and when you change disable a Texture or Text via script it turns pink, as in the material has been deleted?. I’ve been using 4.6 for a while so I’ve tried everything for those issues.

I’m aware of the possibility to serialize prefabs in text format, but infos and experiences about
it are so rare to be found that I always considered it to be a bad idea.

Rune Skovbo Johansen

June 3, 2014 at 10:44 am /

Wally_B_Feed: We’ll talk about scripting later. About binary prefabs, you can change them to be serialized as text in the Editor Project Settings using the Asset Serialization setting.

RILEYDABOZO

June 3, 2014 at 2:01 am /

Can’t wait for this to come out. This is one of the main problems, in my opinion, with unity. The gui system is currently very difficult to use, and results in badly made games. Looks great!!!

Wally_B_Feed

June 2, 2014 at 10:20 pm /

Hm… so no word about scripting…
This really worries me…

NGUI is already a pain when it comes to do some scripting for dynamic UI elements.
Or creating i.e. a complex UI Window just by scripting – what you would want as..
– a collection with many little gameobjects and attached scripts linking to each other tends to get veeery confusing and error prone
– inheritance to create a similar window is near impossible
– collaborative work in a larger team sucks when working with binary prefabs for the UI

I really hope uGUI didn’t inherit this weakness from NGUI where a lot of magic code is hidden
in the inspector, cluttered with flags and inaccessible from outside.

Don’t you dare proposing coders to stick to the old UI system…! ;)

Boris

June 2, 2014 at 11:48 am /

Will there be support for bitmap fonts (e.g. created with bmGlyph)?

Ninjabuntu

June 1, 2014 at 6:20 pm /

Awesome! I can’t wait to start making actual functional GUI rather then all these GUI Menus and HUD mock-ups i have been making. I hope there is a Progress bar preset, if not, I am sure I will figure out a real easy version of one.

Another thing I am looking forward to is the masking areas of the GUI. That will be handy.

I look forward to using this very soon.

Breakmachine

June 1, 2014 at 9:27 am /

Looks great. How about text input on mobile? Will that be supported in 4.6?

Marcus

June 1, 2014 at 12:38 am /

Looks great. Tell us about scrollable text lists (chat boxes) and scrollable panes full of sprites.

iDeveloper

May 31, 2014 at 3:21 pm /

Just say one word Awesome.
I am waiting long time to come this type system. Now finally come Unity GUI System.

DynamicHead

May 30, 2014 at 7:03 pm /

Excellent! :)

Anil Punjabi

May 30, 2014 at 6:05 pm /

Amazing Amazing !!!

Can’t wait.

You are releasing 4.6 now — so when will Unity 5 be released?

Onsterion

May 30, 2014 at 3:06 pm /

AMAZING!!!

Skjorn

May 30, 2014 at 3:03 pm /

This looks amazing. Can’t wait to try it.

Can more complex custom controls be created? Say if I wanted a drop list or an interactive table… It looks like the controls are scripts, so theoretically it should be perfectly possible – if they remain scripts with modifiable source code.

Maulik Kaloliya

May 30, 2014 at 8:31 am /

It’s just an awesome UI system especially i like smooth animation transition of UI components. Does it consume more memory then old GUI system in unity ?

Jono

May 29, 2014 at 10:08 pm /

I would love to see a command pattern implemented. If we are able to attach our own scripts, it’s not a huge issue, but ootb would be fantastic.

Phil Winkel

May 29, 2014 at 6:25 pm /

Looks great, I am glad I have been putting off the time investment of learning DF-GUI or NGUI and working on other things while waiting for this system. I am looking forward to using the new UI system; can’t wait!

blueD

May 29, 2014 at 5:05 pm /

@HOREAPER, thanks for the useful info. I can’t believe I miss NoesisGUI, its vector based feature definitely charms me, for now, adding to my wish list, hope NoesisGUI will be discounted soon, my GUI learning path so far: from Unity GUI -> move on to DFUI –> NGUI, right now I’m quite happy with NGUI, but according to the NGUI forum, NGUI is not going to implement Vector Based support, I may move to Noesis GUI this time (one thing about it, Noesis seems to lack learning resources, so I have to spend much more time to look around in order to use it efficiently, XAML language is pretty neat btw.

David

May 29, 2014 at 3:43 pm /

I am interested in one GUI thing above all else – text/keyboard input. How is it going to be in the new GUI? Is it going to be really basic, or can we expect decent features like free-roaming carets, selections, and copy-paste?

Cayl

May 29, 2014 at 3:37 pm /

Oh my.. where do I start, where do I start.. First, I love the Canvas methodology and the anchor manipulator is perfect, the integration with 2D is intuitive and the image slicing options were actually a good surprise, I hope you guys extend that functionality to regular 2D sprites it’s overdue now (throw in some tiling while you’re at it and forget 2D until v6).
Depth ordering is plain genius just as are the masks, you only manipulate the hierarchy and the magic takes effect and the history-based hierarchy list (4.5 update) only makes it better.
And now, the GUI components couldn’t be better, from what I inspected in the inspector nothing is missing concerning for example Slider (ther is Whole Number, R to L), Button etc. I just hope you add some exotic controls like a Knob Rotator or Radio Control because I can’t go back to any other 3rd party solution after this.
Last but not least, I’m really thrilled about the action callback, how you dragged a target object in and then just infiltrated through it’s properties and set a dynamic float point to the Slider’s value all in the inspector is amazing. I’m just wondering is there or can we add a custom callback like: Slider Value Reached Max or Slider Value Hit Zero from the inspector or in the API?
Anyway all is shaping up to be a good ending for the Unity GUI saga, thanks for the work done and I hope you continue not leaving anything for the Store.

horeaper

May 29, 2014 at 2:50 pm /

@BLUED There is one powerful vector UI system called Scaleform, which has a Unity plugin. Scaleform is Flash, and if you prefer XAML, try NoesisGUI

blueD

May 29, 2014 at 1:20 pm /

MACMAC mentioned about “a Vector based UI that works on all Resolution (Mobile & Desktop)” this will be super cool feature. I hate to implement SD, HD atlas, also have to check for every Resolutions. Sometime, I have to build a Screen for iPad and a different Screen for iPhone, also for Android mobiles, which have variety of resolutions, which is impossible/very time-consuming to make it right. Vector UI system would save the day!!! Unity can you think about it?

Peter

May 29, 2014 at 1:14 pm /

This looks like a very powerful tool to create UI.

One thing I can’t understand is the drawing order. You compared it to layers in Photoshop, but in Unity it’s actually the other way around. In Photoshop layers on top are drawn on top, in Unity elements above in the hierarchy are drawn beneath other elements.

I do understand the technical reason behind that, but it will definitely cause lots of confusion when artists have to create UI.

Adam T.

May 29, 2014 at 12:51 pm /

Fantastic guys!

I must admit I was a little apprehensive as to how this would turn out, but it looks like you’ve gotten the nicer concepts from NGUI and really thought about how to build on those. It looks well worth the wait.

horeaper

May 29, 2014 at 12:10 pm /

FINALLY!!!!!!!!!!!!!!!!!!!!!
I have to say although this looks like NGUI on the first glance, it is easier to understand and use, especially the anchors!

nathan

May 29, 2014 at 11:53 am /

one thing…..: What about SVG support in the image-source ???

Jacco

May 29, 2014 at 9:35 am /

With regards tot he buttons, is it possible to call custom functions on classes NOT derived from MonoBehaviour?

Dan

May 29, 2014 at 9:18 am /

Will we be able to dictate the rendering depth of the UI? Ie. will it be possible to have the render queue set to overlay so that all UI elements for a canvas appear on top of everything else in world space without a separate camera? That is something we currently use heavily with NGUI. Thanks!

Vectrex

May 29, 2014 at 8:36 am /

I’d love to see some proper generic binding components in addition to the delgates in button for example.
See DFGUI’s binding for a complete example (NGUI has a simpler one).
Make sure all the GUI components fire off C# events so we can set it up using observer patterns. The binding stuff is great not just with GUI, but everything.

Corey Skiffington

May 29, 2014 at 7:51 am /

Is there a public static property to check to know when the cursor is over a UI component so we can filter game input to ignore clicks when it hovers over certain controls or do we have to raycast every time? For that matter, will raycasts detect UI components?

MadMac

May 29, 2014 at 7:50 am /

boring… after such a time…
showed off in A’dam @ Unite…
since then no really Progress….
Well the problem is:
IT IS PIXEL RELATED AND YOU CAN NOT USE VECTOR LIKE SVG FOR RETINA ETC….
So there are so many great UI Solutions in the Store that work very well…
But what we really need is a Vector based UI that works on all Resolution (Mobile & Desktop)
i really don’t get it WHY UNITY SPEND SO MANY YEARS IN UI DESIGN AND STILL NO SVG SUPPORT :-((

I’m Disappointed…. because there is nooooo need for a UI System because there are the same in the Store with more features and better!

THERE IS NO NEED FOR A PIXEL BASED UI SYSTEM!

WE NEED VECTOR UI SYSTEM that works @ any Resolution.

Umang

May 29, 2014 at 6:25 am /

Excellent work, keep it guys… Everything is beyond the expectation and make easy work with games.

Paul Cohen

May 29, 2014 at 5:30 am /

Hi,
Looks great, I can see the NGUI in it;-)

A couple of observations/questions.

1. Depth sorting: If it’s based on visual hierarchy a la photoshop how do you create the right depth order for a gui that is created programmatically? It seems impossible?

2. Included UI Controls: Please ship V1 with a full set of commonly used UI controls for both mobile and desktop use. This stuff is pretty much standard now (draggable panels with slider, popup lists, scrollers etc) and just shipping a couple of basic controls and then relying on Asset Store developers to fill the gap does not cut it. Especially after such a long wait.

3. More information about creating multi-resolution auto scaling UI’s please. This is turning into a huge development pain point and time sink and Unity should be empowering developer workflow in this area, especially given the number of screen sizes and platforms for deploying onto.

ty!

blueD

May 29, 2014 at 5:05 am /

The workflow looks very similar to NGUI, I wish Unity New UI will be much simpler or even more efficient than NGUI. NGUI scripting is kind a trick, I hope Unity UI scripting will be easier to code, richer resources, tutorials to learn it fast. Actually, I want it now, waiting for the final UI system is for so long!!!

Frank

May 29, 2014 at 3:19 am /

What about the DC? As in the beta, one component need one DC which is not allowed for mobile device even for PC.

lancelot_gao

May 29, 2014 at 2:52 am /

Finally, a better OFFICIAL UI system! Have been waiting for this for TOO LONG!

Daniel Gomes

May 29, 2014 at 2:00 am /

I can’t believe my eyes! You guys redefined 2D tools not only in game making, in general!

Goran

May 29, 2014 at 1:56 am /

Finally a usefull UI implementation! Really nice, but hey.. what the hell is wrong with the background music of the tutorial? Haha, are you trying to sell a life insurance or whut? :)

Ian Dunlop

May 29, 2014 at 1:48 am /

Looks great. Two questions. 1. Does the Unity 2D sprite system allow for selection of different art assets based on device / screen resolution (e.g. iOS retina vs. non-retina assets)? 2. In the last example (the exit button). Is there a way to control the size of the exit button based on device / screen resolution?

Raphael

May 29, 2014 at 1:16 am /

AMAZING!!!

Francisco Vera

May 29, 2014 at 1:15 am /

Really awesome work guys!! Impressive! Keep it up!

Pavel

May 29, 2014 at 12:54 am /

hi,
looks awesome,
is it all included in free version or partially?

thanks,
keep up the great work!

Corey

May 29, 2014 at 12:40 am /

@Matt: Atlasing is handled at asset import time. You provide an image and import it as a sprite. If it’s already an atlas, you use the Sprite Editor to get the individual sprites as sub-assets. If you have a bunch of loose sprites, you give them Packing Tags and we will build an atlas using the Sprite Packer.

Natasha Kempes

May 29, 2014 at 12:29 am /

Well done Unity team.

Galen Ryder

May 29, 2014 at 12:15 am /

This has the potential to replace NGUI at our studio, it is looking good. I hope that the script apis are quite robust and not the black box that Shuriken can often be.

Ana

May 29, 2014 at 12:12 am /

I am crying out of happiness right now. New GUI looks incredible!

James Griggs

May 28, 2014 at 11:36 pm /

This amazing. In regards to scripting certain components, does that mean we have the possibility of creating dynamic animations of UI components similar to Facebook Pop animation ui animation engine?

Andy

May 28, 2014 at 11:27 pm /

Thanks. I looks like this uGUI solves what I don’t like about old Unity GUI both via scripting and using objects in the hierarchy.

DaveM

May 28, 2014 at 11:22 pm /

I really look forward to the day when we will get the new UI to play with.. this looks way easier than i once saw NGUI at, though i am more experienced with programming today than back then.. then i must admit this looks like a piece of cake… (i hate cake but this one looks tempting to eat ;D) Cheers Rune and keep up the very good work!!!

Matt

May 28, 2014 at 10:51 pm /

Rune: Thanks, that’s super exciting. I’ve got two more questions actually. I didn’t notice any atlasing happening within the video, is that handled internally, or is it not even necessary unless I were to override materials for specific buttons? Also, I didn’t see anywhere to assign different textures per button state. I can’t imagine that not being supported, I’m just wondering if that’s handled through animations or not.

Thanks for the response though, this is amazing! :)

Tommycore

May 28, 2014 at 10:14 pm /

Can’t wait for it. Think of all the possibilities! Diegetic GUIs were never that easy to make! Friggin hell I’m SO excited!

Gavalakis Vaggelis

May 28, 2014 at 10:07 pm /

Before I begin watching the video..
Has this day finaly come!? Really?
ok..now I watch the video :P

Rune Skovbo Johansen

May 28, 2014 at 9:58 pm /

Nathan: The new UI system is highly optimized and uses only few draw calls. We’ll have a post in the future providing information about the optimizations in more detail.

How many drawcalls does this new GUI system use? For example, if I got all my graphics from a single texture, does it have only 1 drawcall or does every GUI element have it’s own drawcall? Because this is something that anoyes me with the current GUI system.

Hanza

May 28, 2014 at 9:25 pm /

it’s really over of expectations. Welldone!

Matt

May 28, 2014 at 9:15 pm /

Everything looks fantastic, I do have a question though. I’ve been using EZGUI for quite some time and one feature I really appreciate is the ability to color individual portions of a single text object. Separating out pieces of text to color individually makes animating, sizing, etc impossible. I’d love to be able to put a hex tag in the middle of the text that allows parsing for color…ie “This is my text, and [#FF0000] this part is red[#FFFFFF].”

Amon

May 28, 2014 at 8:18 pm /

I bought NGUI a long while ago and the begining bit of the video deffo looks almost like he is using NGUI.

This is going to make alot of difference to alot of developers and you don’t need me to tell you that this is so long overdue. :)

It Looks great.

Kyle_Katarn

May 28, 2014 at 7:50 pm /

Wow this has left me chomping at the bit for the new UI system. Are the Unity quality settings exposed to this UI system? So that it’s easy to create in-game settings options?

Skyblade

May 28, 2014 at 7:34 pm /

Is it possible to make a transition of object from Screen space – Camera to World space? That is gui object leaves gui and enters world space without any special calculations?

Stardog

May 28, 2014 at 7:08 pm /

@Rune I mean by choosing the draw order for each object individually.

In this example (http://i.imgur.com/fsBida1.png), the orange image is parented to Button2. Assume Button2 has to be lower than Button1 in the hierarchy for some reason, how do we get the orange image to appear on top of Button1?

Ankit Priyarup

May 28, 2014 at 7:01 pm /

You guys stop killing us with your awesomeness and tell me WHEN IT IS GOING TO RELEASE so that i can postpone the work of upcoming 2d game.
Unity rocks, no other game engine even software developer don’t have that much capability to release 2 best releases in a same year i.e. unity 4.3 and now 4.6.
And if possible kindly add a feature to your unity 4.6 i.e. layer/tag based 2D collision for a gameobject. :)
… and sorry if there is some bad english.

Impressive work.
Being a programmer, I of course expect an extensive scripting API :3

Rune Skovbo Johansen

May 28, 2014 at 6:41 pm /

Stardog: Not sure what you mean with “a manual number”. You can reorder the elements in the Hierarchy or through scripting. You can place GameObjects in 3D space where you want them to be; this is independent from draw order.

Stardog

May 28, 2014 at 6:37 pm /

How does draw order work? Is there a manual number or are we stuck with the Photoshop-style layers, and won’t this mean we can’t position gameobjects where we want?

It is really good, but I wonder whether we can create UI by scripting or not?

Edgardo

May 28, 2014 at 6:03 pm /

The new GUI system looks great, I’m so exited about it. Now, can i put meshes inside the canvas?, and if so, can i mask these meshes with the mask component?.

And a little off topic, will you guys add events (delegates) to the MonoBehaviour class?. Would be great if we can have the Start, Awake, OnTriggerEnter, OnDestroy, etc., as events (delagates) instead of functions to be added to a class.

You guys are doing a really good job. Keep it up.

… and sorry if there is some bad english. ;)

SAM

May 28, 2014 at 5:59 pm /

Congratulations for this great new module!
I am thinking of start a part of my project only after it is released.

Jashan Chittesh

May 28, 2014 at 5:44 pm /

@Will: The new Unity GUI system has come a very long way since ArenMook had worked on it (IIRC, he left UT about half a year or so ago). So I wouldn’t expect the two to be particularly close to each other.

Unity’s new GUI system looks über-awesome IMHO and it’ll be quite a milestone for Unity when 4.6 is released!

TJ

May 28, 2014 at 5:43 pm /

Although dragging methods in the inspector is nice, i find that when building larger projects its difficult to keep overview.

Is it possible to just listen to the events from script? Does the component also send a message, like NGUI does for certain events?

It already looks great, cant wait to use it!

William JAne

May 28, 2014 at 5:42 pm /

That looks amazing, thanks for the great work.

Dustin Andrew

May 28, 2014 at 5:41 pm /

Fantastic job! It looks like it has been well worth the wait. Can’t wait to start using this!

Will Brett

May 28, 2014 at 5:31 pm /

I assume it will work similar to NGUI and will handle clicks and touch inputs the same. I believe ArenMook (NGUI Creator) worked on this. If that is true then I would be very surprised if dragable panels were not included.

Mike

May 28, 2014 at 5:22 pm /

Super excited about this even thought I spent money on a GUI system in the Asset Store.

RN

May 28, 2014 at 5:18 pm /

at last…
Nice workflow & layout.
The new components looks great too.
Integrating UI and animation become easier now.

Indy

May 28, 2014 at 5:15 pm /

Maybe some open beta but with bug reports submission still only for official beta testers? :)

Tim Cooper

May 28, 2014 at 5:12 pm /

Hi Corey, we’ll be talking about these things over the next few weeks, we have some more technical posts planned.

Corey St. Pierre

May 28, 2014 at 5:05 pm /

Looks great. Very easy to use. When will you guys be able to discuss memory/performance metrics, particularly targeting mobile platforms?

Rune Skovbo Johansen

May 28, 2014 at 4:53 pm /

Garth: Yes you can call public methods on your own MonoBehaviors that have the right parameter types, as well as setting properties of the right type. So for a Slider you’d be able to call any public methods that takes a float as parameter (if you want a dynamic float that corresponds to the slider value), or set public float properties.

Garth

May 28, 2014 at 4:49 pm /

With regards to buttons, is it possible to call methods of our own, if so how is that handled?

Rune Skovbo Johansen

May 28, 2014 at 4:46 pm /

plugisto: You can create a scroll view by putting both an ImageMask component (shown in the video) and a ScrollRect component (not shown) on a GameObject.

Jojo

May 28, 2014 at 4:46 pm /

AWESOMEEEEE

plugisto

May 28, 2014 at 4:40 pm /

This is going to be the real flash killer :)
I am interested in two things:
1. What about a scroll area? Or scrollable lists?
2. And for mobile dev: How do you handle touch inputs?

Keep it up!

Pallav Parichay Panda

May 28, 2014 at 4:30 pm /

This is so awesome…far beyond the expectations. The wait was totally worth it.